コード例 #1
0
        public void AbilityStat_NumberOverloadShouldReturnNumber()
        {
            AbilityStat abilityStatWithOverload = new AbilityStat(1);
            int         expectedValue           = 1;
            int         actualValue             = abilityStatWithOverload.AbilityStatValue;

            Assert.Equal(expectedValue, actualValue);
        }
コード例 #2
0
        public void UpdatePage(AbilityStat stat, float amount)
        {
            points.text = "points: " + abilityAdvancement.AbilityPoints.CurrentPoints.ToString();
            var   statObject    = stats.Find(x => x.GetComponent <StatDisplay>().NameText.text == stat.statName);
            float currentAmount = float.Parse(statObject.GetComponent <StatDisplay>().ValueText.text);

            statObject.GetComponent <StatDisplay>().ValueText.text = (currentAmount += amount).ToString();
        }
コード例 #3
0
ファイル: RejuvenateUI.cs プロジェクト: phocus123/2DOnlineRPG
        public override List <AbilityStat> ReturnStats()
        {
            abilitySpeed  = ability.AbilitySpeed;
            cooldown      = ability.Cooldown;
            energy        = ability.Energy;
            healAmount    = (ability as RejuvenationConfig).HealAmount;
            healFrequency = (ability as RejuvenationConfig).HealFrequency;
            duration      = (ability as RejuvenationConfig).Duration;

            abilityStats.Add(abilitySpeed);
            abilityStats.Add(cooldown);
            abilityStats.Add(energy);
            abilityStats.Add(healAmount);
            abilityStats.Add(healFrequency);
            abilityStats.Add(duration);

            return(abilityStats);
        }
コード例 #4
0
        public override List <AbilityStat> ReturnStats()
        {
            attackSpeed = ability.AbilitySpeed;
            cooldown    = ability.Cooldown;
            energy      = ability.Energy;
            damage      = (ability as FireballConfig).Damage;
            critChance  = (ability as FireballConfig).CritChance;
            critEffect  = (ability as FireballConfig).CritEffect;

            abilityStats.Add(attackSpeed);
            abilityStats.Add(cooldown);
            abilityStats.Add(energy);
            abilityStats.Add(damage);
            abilityStats.Add(critChance);
            abilityStats.Add(critEffect);

            return(abilityStats);
        }
コード例 #5
0
        public override List <AbilityStat> ReturnStats()
        {
            abilitySpeed = ability.AbilitySpeed;
            cooldown     = ability.Cooldown;
            energy       = ability.Energy;
            healAmount   = (ability as HealConfig).HealAmount;
            critChance   = (ability as HealConfig).CritChance;
            critEffect   = (ability as HealConfig).CritEffect;

            abilityStats.Add(abilitySpeed);
            abilityStats.Add(cooldown);
            abilityStats.Add(energy);
            abilityStats.Add(healAmount);
            abilityStats.Add(critChance);
            abilityStats.Add(critEffect);

            return(abilityStats);
        }
コード例 #6
0
    public void GainArtifact(Artifact.Title title)
    {
        Artifact artifact = new Artifact();

        Artifact.Type type = artifact.GetArtifactType(title);
        int           i    = 6;

        if (type == Artifact.Type.AbilityWeak)
        {
            i = 0;
            if (PlayerAttack.occupied[0])
            {
                artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[0]);
            }
        }

        else if (type == Artifact.Type.AbilityStrong)
        {
            i = 1;
            if (PlayerAttack.occupied[1])
            {
                i = 2;
                if (PlayerAttack.occupied[2])
                {
                    i = 1;
                    artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[1]);
                }
            }
        }

        else if (type == Artifact.Type.Helmet)
        {
            i = 3;
            if (PlayerAttack.occupied[3])
            {
                artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[3]);
            }
        }

        else if (type == Artifact.Type.Armor)
        {
            i = 4;
            if (PlayerAttack.occupied[4])
            {
                artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[4]);
            }
        }

        else if (type == Artifact.Type.Gauntlet)
        {
            i = 5;
            if (PlayerAttack.occupied[5])
            {
                artifact.SummonArtifact(PlayerMovement.tilePos, PlayerAttack.title[5]);
            }
        }


        if (i < 6)
        {
            PlayerAttack.title[i] = title;
            PlayerAttack.Abilities[i].GetComponentInChildren <Image>().sprite = Resources.Load <Sprite>("Artifacts/" + title.ToString());
            PlayerAttack.occupied[i]    = true;
            PlayerAttack.description[i] = artifact.GetDescription(title, i);

            AbilityStat abilityStat = new AbilityStat();
            abilityStat.UpdateStat(title, i);

            PlayerAttack attack = new PlayerAttack();
            attack.DisplayAbility(i);
        }
    }